Monday, March 13, 2017

DnD Map 2 version 2 Tiered


For my last DnD assignment, I worked with a group to create three levels, a beginners, intermediate, and an advanced level. I was tasked for the advanced level, so I had to create something difficult, but beatable. I reused my last map, but added some more enemies, and made them harder. Other than that, the map is the same, enemies up front, then two paths, one to a pit that they need to jump over, and/or hack a energy bridge to get across. The second secret path, is a small corridor that they have to stand in a single file line and attack the person in front. The final area is an open room with the boss, and a choice, to join him, or fight him. I made some other changes to it, like how they find their items instead of starting with it. During the playtest, I had to get rid of the second map because of time reasons. I also changed one of the rogue items, I gave him/her dual pistols that allows him/her to attack two enemies


Made by jocarra on deviantart

There were some positives to my map, but due to time, I was unable to get through the whole thing. The players liked the challenge of the level, yet the fact that they were able to get through. They also liked the flow of the level, how they were able to get one side to the other smoothly, and without to many issues. They liked the final boss, and the choice at the end, in which they get to pick between one of multiple endings. They also like my the way we did the items, and the items themselves, they got items from previous levels and kept them permanently throughout the level The last thing they liked was the fact that I had three parts to it, so they didn't know what happened in the next area.


Made by unknown

There were obviously some issues as well. First, due to the rolls, and the levels of difficulty of my enemies, they weren't able to get to through every part, so I had to cut out the middle part of the level. They also didn't like transitions from level to level, which was partly my fault, I should've found a more smoother transition from map to map. There's also the fact that we had to start late so we couldn't get to every part of every level, which caused some issues with our levels.

Made by FirstKeeper on deviantart

I really don't know what changes I should make for my level. Due to time issues, and the fact that there was a lot of talking in the area, I was unable to get coherent issues that needs to be changed in my level. Maybe I should put in less enemies so that they can get through every part of the level. I could also improve the transition from level to level, so that it doesn't look like we're jumping from level to level. I could also spend some time working out the specifics of the dual pistol, so that it isn't as confusing as it is now.

Made by tycarey on deviantart

This assignment was fun, but there was some difficulty with working in a group. First of all, miscommunication, I said that we should do this, and the members heard differently, this isn't their fault, but my own, but it caused some inconsistencies with our maps and the way certain things worked. Other than that, and small minor details, working in a group was fun. In the group, I ended up as the lead designer, so everything was based off of my previous map. I had a lot of fun just working on a team for the levels, I generally felt like I was a part of a team.

Wednesday, March 1, 2017

D&D map 2 playtest result

So I created a second d&d map for more playtesting, but this time with different rules. First, and foremost, this map is technically "level two" so the kitty gloves are off. Second, the players are much stronger, so the enemies also have to be stronger. Third is that there are no spells, or skills, it's all items now, and I can use the one that was pre-created for me, or make my own. The last thing about this one is that it has a theme to it, It's supposed to set in a post apocalyptic world, after aliens invaded, and the level has to be a prison break. With these new rules, I set out to make my new level.

(Map)
Before the level starts, they have to pick a class, then the starting item, which will determine their play style. The level starts off at the beginning, where they go through a passage and fight four melee enemies. Then they can go through the pit, or hack the door on the side. The door on the side leads to a small passageway that has two enemies, one melee, and one ranges, the pit they have to jump across, or hack the control panel, to try and get across. Then the boss, where they can join him, and kill the person they were supposed to save, attack the alien, or one will join and the other won't, and they'll have to kill each other.

(final boss) Made by AustenMengler on deviantart


There were some positive feedback during the playtest. They liked the flow of the level, how it went from one point to the other quickly, but with some difficulty. They also liked the final boss, they thought that he was quite enjoyable, maybe a little to tough with the very high defense, but still enjoyable. The thing they liked the most, however, is choice.First, the choice of the items, in the game every class has four items, the first three are mandatory, but the fourth one they get to pick between one, or the other, which in turn created two entirely different play styles for each of the classes.Then there's the choice of where to go, during the beginning, they get the choice of going through a side passage (if they were able to hack it) or try and get past the pit. they liked the Choice that they had, in which they would've yielded different experiences, but end in the same location. The last choice that they made was the final one with the boss. The final boss offered them two choices, join, or die. If the chose to fight him, then they would've had to fight him, in which he is very defensive boss. If they joined him, then they would've had to fight the person they're trying to save, who is a very offensive boss, but with a lower defense. If one person joined, and the other didn't, they would've had to fight each other.


(Ship) Made by overseer on deviantart

Of course, there are some negatives to this game. First, the area was a little to small, not in length, but in width, so I might need to increase it. maybe just add an extra square or two to the size, so that they have room to breath. They also said that the first set of enemies were a little to hard, but the later ones were to easy, so I might switch the numbers of enemies within the different areas. I could also decrease some of the stats by a point or two, so that it's a little easier to kill them. they also said that maybe I shouldn't give all of the items at once, but the items are human tech, so I don't really know how the aliens will have their hands on some of this tech. Personally, I think the rouge needs some upgrades, so I might end up upgrading him with some items, or upgrade his/hers already existing items, like have it so his invisibility cuts the enemy's defense in half, or give the class two guns, so that in attack points increase.